This build works by increasing unarmed damage beyond the damage-by-monk-level cap—which is 2d10 for a Medium creature. This is done in two ways. The first is by effects that increase damage as though the creature were of larger sizes—specifically, Improved Natural Attack and the warshaper's morphic weapons. The second is by taking levels in initiate of the draconic mysteries. The class increases unarmed damage using the same pattern as the monk, but the damage increases are independent of monk damage, so they're not subject to the 2d10 damage cap.

Normally, you have to have 20 levels of monk (or rather 20 levels of "monk abilities" class feature) to reach the cap, but there are some short cuts to hit the cap sooner. The first short cut used is the Superior Unarmed Strike feat which let's monks deal damage as though they were four levels higher. The second shortcut is to take levels in fist of the forest. It grants two monk damage category increases in three levels. So the soonest the cap can be reached is 11th level, but the build uses Ascetic Hunter so that the levels of ranger stack with monk levels for determining unarmed strike damage, and so the build can multiclass between the two without ending monk advancement. So with a 20-level build, that leaves eight more levels to take initiate of the draconic mysteries, granting two more increases beyond the cap.

The level of rangers are for getting a base attack bonus of +16 by 20th level, and so that there is enough skill points to meet the entry requirements for fist of the forest and initiate of the draconic mysteries (have to work around that 8 Intelligence score), and the Two-Weapon Fighting virtual feat doesn't hurt.

There are some nice additional benefits to this build, the first is the outstanding base saves (+19/+17/+12). The second is that three different stats contribute to the AC—Dexterity, Constitution, and Wisdom—they all apply to the touch AC, and since this build also get uncanny dodge, they also apply to the flat-footed AC. Also, note that boosting any stat to increase AC also increases the corresponding save bonus. Other side benefits include (but are not limited to) improved evasion, spell resistance 23, and immunity to critical hits and stunning.

A modification of this build is to take only four levels of initiate of the draconic mysteries and take three more levels of warshaper, (and one level of any class of your choice). The trade-off is that the character receives a +4 to Strength and Constitution, +5-foot reach, and fast healing 3 in exchange for higher damage, improved evasion, and spell resistance. Also, since there is one more level with which to play around, the base attack bonus could potentially be one point higher. Regardless, though, the level must be in a prestige class or rogue, otherwise there's an XP penalty applied.

Another modification is to take the Wild Talent feat at 6th level, hold off taking Superior Unarmed Strike until 18th level, replace the 4th level of monk with a level of psionic fist, and replace Improved Natural Attack with Racial Emulation. This will reduce your damage by one size category, but you can use a fanged ring which grants Improved Natural Attack (unarmed strike), and you can emulate a kalashtar in order to use an ectoplasmic fist. Base Medium damage 4d8; greater mighty wallop Colossal 16d8; morphic weapons 24d8 Colossal+; fanged ring 32d8 Colossal++; ectoplasmic fist 48d8 Colossal+++; battlefist 64d8 (288 avg) Colossal++++. If this is combined with the previous mod, damage is 64d6 (224 avg).